#Bullet Holes and Blast Marks
1 messages · Page 1 of 1 (latest)
I have thought about this and it's a good idea, but three are so many players fighting at the same time I belive this would make the game laggier? Maybe it wouldn't but still a great idea
could make damage for the sections and it just be a image/texture that fase in th emore damage it takes? up to the point its destroyed? the blast marks might not be as bad, but wiht c4 spam, RPGs and both grenades, + APC/RCB/Tank, might not be the best idea
Adding decals such as bullet impacts/explosive impacts does add to the "feel" of the environment, but I am fairly confident they do not exist already due to performance reasons. With performance in mind its gunna be a no from me.
definitely have a setting to set a max for them to spawn on your client to optimize performance
scales from 0 decals to 500 to whatever
Even if the client hides it, the server is responsible for tracking up to the maximum value allowed.
Do the csgo method, where after a player shoots so many, their old ones fade out.
That is a means to minimize impact but you then need to track what 250 players are shooting at and how many decals have been created, determine if its "too many", remove old ones and send further updates on new one. Its a technical challenge well outside my knowledge but i do know it will make fps number go down. I like number go up 
good explanation, thanks 👍
Same for me, even if I would like to have this in game, I already have performance with my PC on 127 vs 127
great idea , i like it .
Bullet traversal and hit points are already calculated for 250 players, the reason for low performance is adding new assets over the walls, it it would be much simpler by just getting hit point coords on a texture and applying a random bullet hole onto the already existing layer
It’s low performance because every new overlaying asset takes up memory, and the code it takes to apply those new assets would be less optimised than just pasting a random bullet hole on the texture colors the hit marker hits
My man just reached back in time. Right on
+1
Tbh, the game already supports 250 player lobbies and destructable environment. Not sure how much bullet holes and blast marks that dont interact with the environment actually would affect performance
Tbf, you would be surprised how little it takes to effect performance of a game, but if they implement bullet holes right, it would look like a legitimate and cool warscene, add to the environment + would be performable in high player servers
I got a bigger monitor once and Valorant's fps went from 125frames to 25frames 
Vilaskis already addressed this, he says that under the current implementation of the engine decals do not render properly on textures
Indie Spaghetti Code moment 
People improve their code bit by bit. If I code something, look over it 1 year later I’m like „What gibbrish did this guy do there“ 